//
// Simple passthrough vertex shader
//
attribute vec4 in_Colour;   
attribute vec3 in_Position;                  // (x,y,z)
varying vec2 pos;
varying vec4 col;   
void main()
{
    vec4 object_space_pos = vec4( in_Position.x, in_Position.y, 0., 1.0);
    gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
	pos = in_Position.xy;
	col = in_Colour;
	
}
